Select the wine glass.Use the Attribute Editor, turn off Opaque under Arnold.Use the Hypershade window, with the wine glass selected, right mouse key over the shader ball, select Assign Material to Selection.Click the aiStandardSurface shader ball. Under Base set Weight to .8 and Metalness to 0.15 (adjusts reflectivity and shadow color, defaults .8 and 0) Under Specular, set Roughness to 0 (default .1, it will render faster, this adds a fogginess to the glass)Under Specular, set IOR (Index of Refraction) to 1.5, or 1.1 for thin glass (default 1.52) Under Transmission set Weight to 1 (default 0, this makes it transparent)LightsTo get long highlights, use Arnold->Lights->Area light, scale it tall and thin scale, following the proportions of the wine glass. Under the Arnold attributes of this light, set the Exposure to 8 Set Soft Edge .2

Add an Arnold->Lights->Skydome light for ambient light Set the color to 50% grey Turn off Cast Shadows and Cast Volumetric shadows

*Note:When rendering transparent and refractive surfaces in Arnold, the normals of the geometry need to face in the right direction.

Under the Ray Depth arrow Set Total to 8 (default 10) Set Diffuse to 1 (default 1) Set Specular to 1 (default 1) Set Transmisssion to 8(default 8) Set Volume to 0 (default 0) Set Transparency Depth to 3(effects the shadows, default 10)Click Close to close the window

Count the number of glass surfaces overlapping to determine the Total and Transmission.

LightsTo get highlights, use Create->Lights->Area light with a tall and thin scale, following the proportions of the wine glass.Under Raytrace Shadow Attributes Check Use Raytrace Shadows Increase Shadow Rays to 20 or more only for Area Lights, this gets rid of the noise.Ray Depth Limit 2

Add Create->Lights->Ambient light for ambient light, place diagonally opposed to the area light.